Editing Sephiroth (SSBU)
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Sephiroth also has some glaring weaknesses, the most prominent being his difficulty and slow frame data. He is a [[weight|lightweight]], and paired with a relatively tall hurtbox, which makes him easier to hit and KO than other characters. Furthermore, a large portion of Sephiroth's kit is afflicted by slow frame data, with most of his attacks aside from his neutral attack coming out at frame 14 or more, making his attacks very predictable if you rely on a certain tool too much. This slow frame data also affects Masamune, which combined with its precise, narrow hitbox, means Sephiroth has more trouble when fighting up close or against smaller opponents. Lastly, due to being a percent-oriented mechanic, Sephiroth's Winged From requires him to be in disadvantage and at high percent, or otherwise in an incredible disadvantage in order to be accessed. Upon dissipating it can only be reactivated after Sephiroth is KO'd. | Sephiroth also has some glaring weaknesses, the most prominent being his difficulty and slow frame data. He is a [[weight|lightweight]], and paired with a relatively tall hurtbox, which makes him easier to hit and KO than other characters. Furthermore, a large portion of Sephiroth's kit is afflicted by slow frame data, with most of his attacks aside from his neutral attack coming out at frame 14 or more, making his attacks very predictable if you rely on a certain tool too much. This slow frame data also affects Masamune, which combined with its precise, narrow hitbox, means Sephiroth has more trouble when fighting up close or against smaller opponents. Lastly, due to being a percent-oriented mechanic, Sephiroth's Winged From requires him to be in disadvantage and at high percent, or otherwise in an incredible disadvantage in order to be accessed. Upon dissipating it can only be reactivated after Sephiroth is KO'd. | ||
Overall, Sephiroth's range, power, speed, and multitude of options allow him to pressure and mix in and out of a farther range than most fighters can deal with | Overall, Sephiroth's range, power, speed, and multitude of options allow him to pressure and mix in and out of a farther range than most fighters can deal with. His difficulties when fighting up close combined with his weight means he is also rather susceptible to the opponent's pressure and can feel quite punishing. He saw above-average representation in his earlier years in competitive play thanks to the efforts of players such as {{Sm|KEN}}, {{Sm|Ned}}, and {{Sm|Tweek}}, however his often frustrating attributes led to a decline in representation as many players could not get past his weaknesses. | ||
==Attributes== | ==Attributes== | ||
Sephiroth is a tall, lightweight fighter, tied with {{SSBU|Kirby}}, {{SSBU|Mewtwo}}, {{SSBU|Pikachu}} and {{SSBU|Olimar}} as the 7th [[Weight|lightest]] in the game. He has the 14th slowest [[walk]]ing speed, yet his [[dash]]ing speed and [[traction]] are both above-average, with the former being marginally faster than {{SSBU|Hero}}'s. Despite his height, Sephiroth's [[crouch]] is deceptively low. In the air, Sephiroth's overall [[jump]]ing force and [[air acceleration]] are both average, he has slow [[air speed]] and below-average [[air friction]], and yet he has the 11th fastest [[falling speed]] and above-average [[gravity]]. Notably, Sephiroth's short hop is tied with {{SSBU|Steve}}'s for the lowest in the game, which aids him very well in the neutral game. | Sephiroth is a tall, lightweight fighter, tied with {{SSBU|Kirby}}, {{SSBU|Mewtwo}}, {{SSBU|Pikachu}} and {{SSBU|Olimar}} as the 7th [[Weight|lightest]] in the game. He has the 14th slowest [[walk]]ing speed, yet his [[dash]]ing speed and [[traction]] are both above-average, with the former being marginally faster than {{SSBU|Hero}}'s. Despite his height, Sephiroth's [[crouch]] is deceptively low. In the air, Sephiroth's overall [[jump]]ing force and [[air acceleration]] are both average, he has slow [[air speed]] and below-average [[air friction]], and yet he has the 11th fastest [[falling speed]] and above-average [[gravity]]. Notably, Sephiroth's short hop is tied with {{SSBU|Steve}}'s for the lowest in the game, which aids him very well in the neutral game. | ||
Sephiroth possesses a unique [[fighter ability]]: the [[Winged Form]]. Like [[Aura]] and [[Super Special Move]]s, it is a comeback mechanic that activates when Sephiroth has received sufficient damage. This threshold is influenced by the score count/stock count; it activates at ≈90% when the score/stock count is even and will activate earlier or later if Sephiroth's score/stock count is behind or above the opponent's, respectively. Upon activation, Sephiroth's wing unfurls and grants him a third jump, a 1.3× damage multiplier, and much higher mobility overall. In particular, Sephiroth gains the 7th fastest dashing speed (tied with {{SSBU|Zero Suit Samus}}'), the highest traction (surpassing {{SSBU|Sonic}}'s), as well as higher air speed, air acceleration and air friction. Sephiroth's smash attacks also gain damage-based [[armor]] that can withstand up to 20%, making them incredibly risky to challenge, save for a few exceptions. Winged Form deactivates after a cetain amount of time based on attacking and especially KOing opponents. | Sephiroth's possesses a unique [[fighter ability]]: the [[Winged Form]]. Like [[Aura]] and [[Super Special Move]]s, it is a comeback mechanic that activates when Sephiroth has received sufficient damage. This threshold is influenced by the score count/stock count; it activates at ≈90% when the score/stock count is even and will activate earlier or later if Sephiroth's score/stock count is behind or above the opponent's, respectively. Upon activation, Sephiroth's wing unfurls and grants him a third jump, a 1.3× damage multiplier, and much higher mobility overall. In particular, Sephiroth gains the 7th fastest dashing speed (tied with {{SSBU|Zero Suit Samus}}'), the highest traction (surpassing {{SSBU|Sonic}}'s), as well as higher air speed, air acceleration and air friction. Sephiroth's smash attacks also gain damage-based [[armor]] that can withstand up to 20%, making them incredibly risky to challenge, save for a few exceptions. Winged Form deactivates after a cetain amount of time based on attacking and especially KOing opponents. | ||
Sephiroth's ground game offers him fairly crucial tools, with a moveset reminiscent of {{SSBU|Cloud}} to similar effects. Neutral attack, despite having the shortest range of his grounded moves, is Sephiroth's fastest move while having decent melee range for a neutral attack, making it one of his few reliable tools to quickly ward off an opponent. Forward tilt has incredibly long range (comparable to Simon's) and can be angled, making it a superb spacing option and a viable KO option at high percentages when fresh, especially in Winged Form. Up tilt boasts incredible vertical range, a decently long duration, can scoop opponents in front of him and renders his upper body [[intangible]] for a brief period. Down tilt is Sephiroth's fastest tilt attack and, although it is slightly slower than Cloud's down tilt, it functions almost identically to his: it boasts great range by propelling Sephiroth forward and significantly lowers his hurtbox, giving him a way to punish more ranged attacks. Dash attack, despite being fairly punishable due to being his slowest melee attack, covers a lot of ground and has respectable power, making it useful as both a burst option and a situational but potent KO option. | Sephiroth's ground game offers him fairly crucial tools, with a moveset reminiscent of {{SSBU|Cloud}} to similar effects. Neutral attack, despite having the shortest range of his grounded moves, is Sephiroth's fastest move while having decent melee range for a neutral attack, making it one of his few reliable tools to quickly ward off an opponent. Forward tilt has incredibly long range (comparable to Simon's) and can be angled, making it a superb spacing option and a viable KO option at high percentages when fresh, especially in Winged Form. Up tilt boasts incredible vertical range, a decently long duration, can scoop opponents in front of him and renders his upper body [[intangible]] for a brief period. Down tilt is Sephiroth's fastest tilt attack and, although it is slightly slower than Cloud's down tilt, it functions almost identically to his: it boasts great range by propelling Sephiroth forward and significantly lowers his hurtbox, giving him a way to punish more ranged attacks. Dash attack, despite being fairly punishable due to being his slowest melee attack, covers a lot of ground and has respectable power, making it useful as both a burst option and a situational but potent KO option. | ||
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|fthrowname= | |fthrowname= | ||
|fthrowdmg=3% (hit 1), 3% (throw) | |fthrowdmg=3% (hit 1), 3% (throw) | ||
|fthrowdesc=A point-blank burst of energy | |fthrowdesc=A point-blank burst of energy. Due to being a [[semi-spike]], it is very useful as a setup into an edge-guard or a tech chase. At medium to high percentages against most characters, Sephiroth has the opportunity to follow up with Octaslash for a KO, which covers nearly every possible option when timed correctly. | ||
|bthrowname= | |bthrowname= | ||
|bthrowdmg=3% (hit 1), 3.5% (throw) | |bthrowdmg=3% (hit 1), 3.5% (throw) | ||
|bthrowdesc=Teleports the opponent behind himself, then pumps his fist to hit them with a burst of energy. Unlike the majority of back throws, it forgoes KO potential in favor of possessing combo potential | |bthrowdesc=Teleports the opponent behind himself, then pumps his fist to hit them with a burst of energy. Unlike the majority of back throws, it forgoes KO potential in favor of possessing combo potential until medium to high percentages. Due to it launching vertically instead of horizontally or diagonally, it can combo into neutral, forward and back aerials or Shadow Flare until around 70%. If the opponent fails to DI properly in time, Sephiroth can follow up with back aerial at around 50% for a true KO confirm. This combo is especially potent while the Winged Form is active, due to his higher air speed and damage output. It is based on Sephiroth's ability to teleport himself and others in ''Mobius Final Fantasy'' and ''Final Fantasy VII Remake'', although its visual effects resemble the former's depiction. | ||
|uthrowname= | |uthrowname= | ||
|uthrowdmg=4% (hit 1), 3% (throw) | |uthrowdmg=4% (hit 1), 3% (throw) | ||
|uthrowdesc=An upward slash. It has a collateral hitbox useful for fights with multiple opponents. Launches the opponent upward and behind Sephiroth, which | |uthrowdesc=An upward slash. It has a collateral hitbox useful for fights with multiple opponents. Launches the opponent upward and behind Sephiroth, which can reliably lead to an up tilt or neutral aerial at low to medium percentages. It also works as a 50/50 KO setup into up aerial at around 110%; the opponent's only escape route out of this combo is to jump out of it, which either gets caught by up aerial's hitbox, or it puts them further into a disadvantage state due to Sephiroth's huge range being able to usually catch their landing afterward. It is almost identical to the second hit of his Heaven's Light from the ''Dissidia Final Fantasy'' series. | ||
|dthrowname= | |dthrowname= | ||
|dthrowdmg=4% | |dthrowdmg=4% | ||
|dthrowdesc=Telekinetically slams the opponent onto the ground. Its low damage output and | |dthrowdesc=Telekinetically slams the opponent onto the ground. Its low damage output and ending lag collectively grant it excellent combo potential at low to medium percentages. It can combo into Shadow Flare and neutral, forward, back and up aerials at low percentages; at medium to high percentages, Sephiroth can perform a [[reverse aerial rush]] back aerial near the edge as a KO confirm, which is even more effective when the Winged Form is active due to his higher mobility and power. It is also Sephiroth's strongest throw overall, but remains moderately weak as it fails to KO until around 210%. It is based on the cinematic in ''Final Fantasy VII Remake'' at the beginning of phase 3 of the boss fight against Sephiroth, in which he uses his Boundless Void to pin down Cloud and [[Tifa Lockhart]]/Aerith. | ||
|floorfname= | |floorfname= | ||
|floorfdmg=7% | |floorfdmg=7% | ||
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|usname=Blade Dash / Octaslash | |usname=Blade Dash / Octaslash | ||
|usdmg=7% (Blade Dash),<br>2.3% (Octaslash hits 1-7),<br>7% (Octaslash hit 8) | |usdmg=7% (Blade Dash),<br>2.3% (Octaslash hits 1-7),<br>7% (Octaslash hit 8) | ||
|usdesc=An omnidirectional slash with a brief charge time, indicated by a pair of arrowheads that point toward Sephiroth's travel direction before he begins moving. It travels similarly to moves like [[Fire Fox]]. Grounded versions of both moves will stop at edges, and the aerial versions can pass through platforms if down is held on the control pad. | |usdesc=An omnidirectional slash with a brief charge time, indicated by a pair of arrowheads that point toward Sephiroth's travel direction before he begins moving. It travels similarly to moves like [[Fire Fox]]. Grounded versions of both moves will stop at edges, and the aerial versions can pass through platforms if down is held on the control pad. Its functionality changes based on whether the special move button is tapped or held. | ||
If the special move button is tapped, Sephiroth performs '''Blade Dash''', which is an outward slash that deals a single hit, travels a fairly short distance and can snap to the edge. It deals low damage, but has moderately low ending and landing lag, allowing it to be used as a movement option. | If the special move button is tapped, Sephiroth performs '''Blade Dash''', which is an outward slash that deals a single hit, travels a fairly short distance and can snap to the edge. It deals low damage, but has moderately low ending and landing lag, allowing it to be used as a movement option. | ||
If the special move button is held down | If the special move button is held down, it becomes '''Octaslash''', a dashing flurry of slashes that, true to its name, hits 8 times, gaining significantly more power and slightly increased travel distance. It deals high damage and is an effective combat move, but has high ending lag and extremely high landing lag (one of the highest for an up special). It is unable to grab the edge until the attack has ended; however, its large hitbox can be used to deter opponents from camping an edge. If Sephiroth starts a midair Octaslash and aims diagonally at the ground, he will travel along the ground as he moves, similarly to [[Fire Wolf]]. If he aims directly down towards the ground, however, Sephiroth will cancel the attack and enter landing lag. Octaslash's hits also have significant [[hitlag]] for visual effect when successful, causing the move to slow down and last longer. Octaslash has great range overall, not only extending far in front of Sephiroth, but also having great reach above and below him; when combining this with the fact that every successive hit has only a 1 frame gap, this makes the move excellent for 2 frame punishing nearly every character when timed correctly. | ||
When using Octaslash, Sephiroth may say {{ja|消え去れ|Kiesare}} ("Disappear"), {{ja|愚かな|Oroka na}} ("Foolish"), or {{ja|恐怖を刻もう|Kyoufu o kizamou}} ("I shall carve terror"). | When using Octaslash, Sephiroth may say {{ja|消え去れ|Kiesare}} ("Disappear"), {{ja|愚かな|Oroka na}} ("Foolish"), or {{ja|恐怖を刻もう|Kyoufu o kizamou}} ("I shall carve terror"). | ||
|dsname=Scintilla | |dsname=Scintilla | ||
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|djump = 34, 28.9 | |djump = 34, 28.9 | ||
|rdjump = 71 | |rdjump = 71 | ||
}} | }} | ||
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===[[Crowd cheer]]=== | ===[[Crowd cheer]]=== | ||
<div class="tabber"> | |||
<div class="tabbertab" title="English, Japanese/Chinese, Italian, Dutch, French"> | |||
{| class="wikitable" border="1" cellpadding="4" cellspacing="1" | {| class="wikitable" border="1" cellpadding="4" cellspacing="1" | ||
|- | |- | ||
!{{{name|}}} | !{{{name|}}} | ||
!Cheer ( | !Cheer (English) | ||
!Cheer (Japanese/Chinese) | !Cheer (Japanese/Chinese) | ||
!Cheer (Italian) | |||
!Cheer (Dutch) | |||
!Cheer (French) | |||
|- | |||
! scope="row"|Cheer | |||
|[[File:Sephiroth Cheer English & French NTSC SSBU.ogg|center]]||[[File:Sephiroth Cheer Japanese SSBU.ogg|center]]||[[File:Sephiroth Cheer Italian SSBU.ogg|center]]||[[File:Sephiroth Cheer Dutch SSBU.ogg|center]]||{{NTSC}} [[File:Sephiroth Cheer English & French NTSC SSBU.ogg|center]] <br> {{PAL}} [[File:Sephiroth Cheer French PAL & German SSBU.ogg|center]] | |||
|- | |||
! scope="row"|Description | |||
|Seph - i - roth! || Seph - i - roth! || Seph - i - roth! || Seph - i - roth! || Seph - i - roth! | |||
|} | |||
</div> | |||
<div class="tabbertab" title="German, Spanish, Russian, Korean"> | |||
{| class="wikitable" border="1" cellpadding="4" cellspacing="1" | |||
|- | |||
!{{{name|}}} | |||
!Cheer (German) | |||
!Cheer (Spanish) | |||
!Cheer (Russian) | |||
!Cheer (Korean) | !Cheer (Korean) | ||
|- | |- | ||
! scope="row"|Cheer | ! scope="row"|Cheer | ||
|[[File:Sephiroth Cheer | |[[File:Sephiroth Cheer French PAL & German SSBU.ogg|center]]||[[File:Sephiroth Cheer Spanish SSBU.ogg|center]]||[[File:Sephiroth Cheer Russian SSBU.ogg|center]]||[[File:Sephiroth Cheer Korean SSBU.ogg|center]] | ||
|- | |- | ||
! scope="row"|Description | ! scope="row"|Description | ||
|Seph - i - roth! || Seph - i - roth! || Seph - i - roth! | |Seph - i - roth! || Seph - i - roth! || Seph - i - roth! || Seph - i - roth! | ||
|} | |} | ||
</div> | |||
</div> | |||
===[[Victory pose]]s=== | ===[[Victory pose]]s=== | ||
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Following the return of offline competitive play, opinions on Sephiroth mellowed out as players identified how his light weight, tall stature, and unimpressive frame data were noticeable weaknesses. In addition, many players believed Sephiroth was more difficult to consistently play at a top level than most fighters, which led Sephiroth to garner a rather small playerbase compared to other top-tier fighters. Despite this, Sephiroth's overall representation remained strong thanks to performances from players such as {{Sm|KEN}}, Ned, and {{Sm|Tweek}}, all of whom have achieved respectable placements and wins at majors while using Sephiroth; this was most notably demonstrated by KEN's win at {{Trn|Battle of BC 4}} where he used only Sephiroth throughout the top 8. These results helped general impressions of Sephiroth, and he would end up placing 27th on the first tier list, ranking in the high tier. | Following the return of offline competitive play, opinions on Sephiroth mellowed out as players identified how his light weight, tall stature, and unimpressive frame data were noticeable weaknesses. In addition, many players believed Sephiroth was more difficult to consistently play at a top level than most fighters, which led Sephiroth to garner a rather small playerbase compared to other top-tier fighters. Despite this, Sephiroth's overall representation remained strong thanks to performances from players such as {{Sm|KEN}}, Ned, and {{Sm|Tweek}}, all of whom have achieved respectable placements and wins at majors while using Sephiroth; this was most notably demonstrated by KEN's win at {{Trn|Battle of BC 4}} where he used only Sephiroth throughout the top 8. These results helped general impressions of Sephiroth, and he would end up placing 27th on the first tier list, ranking in the high tier. | ||
However, these results were either set back by the players' inconsistency with the character or were complemented with other characters. For example, KEN mostly played {{SSBU|Sonic}} at Battle of BC 4 prior to top 8, while his Sephiroth became less consistent as time went on, including going 1-2 at the invitational {{Trn|L'Odyssée - Chant I}}; he has since | However, these results were either set back by the players' inconsistency with the character or were complemented with other characters. For example, KEN mostly played {{SSBU|Sonic}} at Battle of BC 4 prior to top 8, while his Sephiroth became less consistent as time went on, including going 1-2 at the invitational {{Trn|L'Odyssée - Chant I}}; he has since regulated Sephiroth to an occasional counterpick. Sephiroth's smaller playerbase compared to other top-tier characters, as well as his general inconsistency at higher level play, has led many to reconsider his placement. Most players generally started to agree he was the weakest of the Fighters Pass Vol. 2 characters, some even believing Sephiroth might belong in mid-tier rather than being in high-tier. He would fall to 37th on the second and current tier list, notably seeing one of the largest drops between the first and second list. | ||
=={{SSBU|Classic Mode}}: The Chosen Ones== | =={{SSBU|Classic Mode}}: The Chosen Ones== | ||
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==[[Spirit]]== | ==[[Spirit]]== | ||
Sephiroth's fighter spirit can be obtained by completing {{SSBU|Classic Mode}} | Sephiroth's fighter spirit can be obtained by completing {{SSBU|Classic Mode}}. It is also available periodically for purchase in the shop for 300 Gold, but only after Sephiroth has been downloaded. Unlocking Sephiroth in World of Light allows the player to preview the spirit below in the Spirit List under the name "???". As a fighter spirit, it cannot be used in Spirit Battles and is purely aesthetic. His fighter spirit has an alternate version that replaces it with his artwork in ''Ultimate''. | ||
<center> | <center> | ||
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{{Final Fantasy universe}} | {{Final Fantasy universe}} | ||
[[Category:Sephiroth (SSBU) | [[Category:Sephiroth (SSBU)]] | ||
[[Category:Third-party characters]] | [[Category:Third-party characters]] | ||
[[Category:Square Enix]] | [[Category:Square Enix]] | ||
[[Category:Downloadable content]] | [[Category:Downloadable content]] | ||
[[es:Sefirot (SSBU)]] | [[es:Sefirot (SSBU)]] |